But thereās a learning curve
Only a few hours ago, the E3 show floor opened up. As soon as it happened, Nintendoās booth was flooded, and the half-dozen or so Star Fox ZeroĀ stations were thick with intimidatingly long lines. People were willing to wait to play this. By the time they finally put down the controller, Iād wager most would eagerly say the wait was well worth it.
One of the biggest reasons Star Fox ZeroĀ shines is because of its GamePad functionality. While the monitor displays the Arwing from a third-person view, the GamePadās screen gives a first-person glimpse from the cockpit. The change in aesthetic is nice, but thatās not really the GamePadās purpose. Instead, it allows for greater precision when aiming, as there are vantage points that would be otherwise out of view.
Bolstering the mechanic is the GamePadās built-in gyroscope. Tilting the controller moves the aiming reticule. This works in both viewing modes, but itās wildly more useful when looking at the GamePadās screen. A prime example came when some robotic spiders started slowly attacking. Their only weak spot was on top of them, so it was necessary to fly directly above them, and then look at the GamePad to shoot straight down.
Without wishing to sound too hyperbolic, this integration is such a creative use of the GamePad because the disconnect between the third- and first-person make it actually seem like youāre hopping into a fighter jet ā even if just for a few seconds. Like, you need to look down to take care of some stuff, and then itās right back to flying about. Simply put, itās really great.
However, thereās an obvious learning curve, and itās not one that I was able to master in my 15 minutes with Star Fox Zero. Knowing which screen to look at, dealing with two different sets of inverted controls (left stick and gyroscope), shooting, all while avoiding enemy fire is no small task. There were several times when Iād brilliantly handle one small section only to completely bungle the next. Even when I thought I had the hang of it, I didnāt.
The level I played was on Corneria and it consisted of three phases. The first two were meant to acclimate you to the controls. It was probably possible to fail, but it didnāt seem likely. By the time the boss revealed itself at phase three, the kid gloves came off. Iām not ashamed to admit that I didnāt last long. I got caught up in looking at the GamePad too long when I shouldāve spent more time navigating the Arwing. Shucks.

I may have been disappointed in my failure, but I canāt say I was disappointed with my experience. It was fantastic seeing and hearing from Peppy, Falco, and Slippy again. I did barrel roll after barrel roll ā not for survival, but for fun. It probably wouldāve helped if I did them evasively.
Platinum and Nintendo couldāve taken a simpler, scaled-down approach to this Star Fox, and everyone wouldāve welcomed it with open arms. Rather, theyāre doing interesting and innovative things with the Wii U hardware, and that might be enough to push Star Fox ZeroĀ into another stratosphere.Ā